showing 28 games

name arrow_downwardpublisher(developer)yearpersp.descriptionplatform
A Tale in the Desert 7  eGenesis;Pluribus Games2015d Linuxlabelminimizeminimize
Agenda Exordium Games2016a Linuxlabelminimizeminimize
Clyde's Revenge Moonlite Software1995b MS-DOSlabelminimizeminimize
Coconuts  Telesys;Beagle Brothers1982bStanley must dodge the coconuts being dropped by the monkey. If his umbrella is hit, he'll still be protected by his hat. If his hat is hit, he has no protection left. If he's hit with no protection, game over. At both 500 and 1500 points, Stanley can earn a lost item of protection. The monkey must rest occasionally, and will not start throwing coconuts again until provoked by Stanley's movement (press the joystick button). Each round goes faster than the last. Points are scored points for each coconut dodged. [b]A[/b]dvanced difficulty means Stanley moves slowly. With [b]B[/b]eginner difficulty he's faster.

Players take turns losing protection in two player mode. There is not interaction between players.

"Beagle Brothers" is a mysterious label that many Atari cartridges have that are not produced by the similarly named "Beagle Bros". It may be a pirate operation, but this is unknown. Coconuts is one such game available with the Beagle Brothers label.
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deORBIT Zero Dollarz (midnight640;Zero Dollarz)2015c Linuxlabelminimizeminimize
E.T. Sinclair Use (Sinclair User)1983abSomeone actually though it was a good idea to clone the supposed 'worst game of all-time'. Pits and all! ZX Spectrumlabelminimizeminimize
E.T. Phone Home Atari1983a[media=youtube]00qlpNuA9sw[/media]***RX8030 16k cartridge. 2 common variations of this game exist, one has a silver label, other has a brown label.

This game is unrelated to [game=#44006]the Atari 2600 game[/game] other than being based on the same movie.

On the title screen, enjoy a 14 second clip of the movie theme and a standing portrait of ET with his heart lit. Begin playing as Eliot. Navigate the neighborhood and forest to collect the equipment needed to build a space phone whilst being telepathically guided by ET. No flip screens here, just modern style scrolling in this 5 screens by 4 screens sized world. Avoid government agents and other adults who will waste your time and confiscate phone parts. Remember, ET is dying, the game ends if that happens. Once the parts are gathered at Elliot's home and ET builds the phone, ET will exclaim "E T phone home! E T phone home!" (yup, 8-bit voiceover). The player then controls ET. Guide ET to the forest clearing to make the call. Instantly ET's ship will return in an extended cut scene, with space ship sounds, to pick him up. The End. Movie theme clip and score screen follows.
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E.T. the Extra-Terrestrial Atari;CCE (Atari)1982ab
[125]***If you ignore the expectation created by the success of the movie. If you consider this as an unfinished game (it is [i]barely[/i] finished). If you read the instruction book in detail. If you compare this to Atari 2600 games from 1977. If you consider it is not a sequel of another game and did not spawn a mediocre or bad series of sequels. If you consider that any game based on a movie will have a very hard time being decent on Atari 2600 hardware and only four directions and 1 button. If you consider most movie games suck. If you consider all the other carp games that 1982-83 threw at us. IT STILL SUCKS! But, it doesn't suck quite as bad as it's reputation. There are worse games for the 2600. Learn to avoid some of the glitch-like aspects of the game, take all the advice previously listed in this article, and your left with not all that terrible of a game. So it doesn't deserve a ½ star.

I certainly do not dismiss Howard Scott Warshaw's achievement of realizing such a complex game on the 2600 in just 5 weeks. The game essentially has 6 levels, 20 hidden areas, 3 polychromatic characters (E.T. of the 4 characters of the game is monochromatic), 5 polychromatic items, a space craft, and an easter egg with an additional 3 polychromatic items. Much more of everything compared to the average 2600 game. Makes me wonder what the game could have been if he'd had 6 months instead. But, that didn't happen. The game was released as-is in 5 weeks. I think what speaks most about the quality of the game was the fact that no previous Atari game experienced customer returns in numbers Atari bother to note.***
[48]***
[48]***One of the biggest commercial failures in the history of video games.

A botanist collecting plant samples from Earth is left behind when his ship must depart unexpectedly to avoid being captured by Earth scientists. He is called "E.T." by an Earth child who takes him in. E.T.'s uses a lot of energy to do most anything here on Earth. Gather 3 Reese's Pieces to restore E.T.'s energy. Collect 9 and call Elliot who will bring a piece of technology E.T. can use to make his communication device (to phone home). Unused Reese's Pieces result in bonus points when (if) E.T. departs Earth. There are 3 parts needed to make the phone home device which can also be found in wells (the pits). Earth scientists will try to capture E.T. and confine him for study. Earth's F.B.I. will try to confiscate E.T. communication device parts. The communication device will not work just anywhere. But, once activated in a suitable area, E.T. will have a limited amount of time to reach the landing site (in the forest) and rejoin his team in their space craft.

Dennis Debro created source code for the game through reverse engineering in 2006. In 2013 Neocomputer.org released a bug-fixed version and instructions on how owners can modify the ROM of the game to achieve the same result. Fixes include:
E.T.'s color is corrected.
Walk, Run, Hover, controls are not as difficult.
The edges of wells are more forgiving so falling in is not as easy.
Entering a screen over a well does not result in an instant fall.
E.T.'s Space craft can no longer crush Elliott (oops!)
The scoring now matches what the manual says.
The Easter Egg works more correctly
The Scientist-Only game variant is restored.
Feature addition: Switch to Color for fixes, switch to B&W for original version.

Tags:
There is a persistent, widely know, widely believed rumor that, on the night of September 28-29, 1983, Atari (for tax purposes) smuggled millions of unsold ET cartridges to an undisclosed location in the desert near Roswell, New Mexico using a fleet of semi-trailer dumpers. Once their, the Extra Terrestrials, were crushed, encased in cement and buried. This is supposedly one of Atari's drastic actions taken as a result of the 1984 market crash. Its just too silly to believe, A big cooperation covering up aliens in a secret location near Roswell for financial gain. No doubt whatsoever it is a humorous fabrication. OR... Maybe that's exactly what Atari wanted the IRS to believe ;)
On September 29, 1983, the Alamogordo Daily News of Alamogordo, New Mexico began publishing a whole series of articles describing a fleet of trucks that came late in the night from an Atari distribution center in El Paso, Texas. Eye witnesses accounts vary but report the destruction and burial of cartridges, systems, and/or controllers. It gets better, turns out the area where the supposed burials took place is a landfill protected by high security! When questioned as to why anyone would encase garbage in cement then bury it, an employee of the landfill, who wished to remain anonymous, told the reporter that they didn't want any kids or scavengers to dig up the creatures they'd buried! The surrounding populations centers could have cared less about Atari's finances, and what exactly they'd buried in the desert. They resented the fact that some big out of state corperation was coming to their corner of the united states to dump as many as 20 loads of trash. Local commissioner Guy Gallaway stated, "We don't want to be an industrial waste dump for El Paso." Local manager Jack Keating officially bolcked Atari from doing anything like this again in their area. Locals passed two laws, the Emergency Management Act, and the Emergency Management Task Force, against outside interests. Mayor Henry Pacelli commented that, "We do not want to see something like this happen again."
So, maybe, maybe not.

EDIT: It's all true! An archaeological dig in cooperation with the city of Alamogordo uncovered bran new games under cement at the bottom of the old land fill. However, only 10% of the approximately 728,000 cartridges in the land fill were ET cartridges. Many different unsold and [i]and returned[/i] games were found. 5 million ET carts were made, 1.5 million units were sold, but many were returned. 3.5 million were unsold. That means the ultimate fate of most of the world's ET carts are still unconfirmed. Oh, the carts were not initially buried under cement. This action was taken after some local children took some for themselves. But, after playing the game, they gave many away and put the rest back ("game sucked ... you couldn't finish it", reported one of them). It is notable, that these kids only found ET carts.
[Zerothis]
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FEZ Polytron2013b[wip]
At first glance, FEZ is a retro platformer. Yet most of the typical platformer elements, retro or otherwise, are not present. There are no enemies, no powerups or ability upgrades, no reserve of lives, no fire, ice, or water levels levels, no lazers, no deadly decor. The object of the game is as simple as it gets, walk, jump, and climb to explore the world and find the required cubes, the optional anti-cubes, and the optional artifacts. But, this is much more challenging than it sounds.
Gameplay depends not on defeating anything but on understand relationships between game mechanics that people almost never think about. The main concept is viewing the world of 90° angles in 2D but with the ability to rotate the Z-axis of the world 90° in any of the 4 directions. 4 differing views present 4 different layouts for world interaction. Two separate or far spaced surfaces viewed from some angles are joined or close when view and different angles. Visible doors, ladders, objects are hidden in some angles. Open areas are inaccessible in some angles. A button may be located on the far edge of the screen, even behind a wall. But rotate the world and the main character is now touching the button without having moved at all. Tracks that carry floating platforms can be disconnected until rotating the world connects them. Three short ladders on a wall can become a single tall ladder. More advanced levels include 3D slices of the world that rotate independently based on timing and/or player control. There is also the occasion typical platformer element, but it must be used in conjuncture with the unique gameplay. For instance, picking up a bomb and throwing it to land directly in front of a sealed door to break the seal. But the bomb can only seen and picked up at a certain angle, the door is only seen at a different angle, and floating platforms and impassible walls from all four angles must be traversed to deliver the ticking bomb to the sealed door before it explodes. Also, certain elements of the game respond non-intuitively to player input. For instance, lights on a given pillar will light up in a particular pattern for each move a player can make. Jump button, 2 trigger buttons, and 4 direction buttons each have their own icon indicated by the lights. You can imaging how things can get complicated when the main character's movement in the game world intended to operate a puzzle can simultaneously drastically alter which items and areas are accessible (and perhaps make the reword for the puzzle inaccessible). Upgrades of a sort do exist in the game. Not for the main character, rather the player is upgraded when they discover yet another way to manipulate the world to go to places seemingly inaccessible. With this knowledge upgrade, the player can then return to an area and go new places within to find objects that were obscured in previous visits. Most of the 'keys' and 'switches' in this game exist only within the player's mind. Though there are some actual keys and switches in the game as well. The gameworld is rarely spoiled by display of information of information on top of it. A notable exception is dialogs, which are often redundant anyhow. An example, a pillar with a hole and a cube in the hole is encountered. Players will probably think 'I wonder what this is'. A hint hypercube floats close to the player when they approach the pillar. Viewing the hint tells the player "I wonder what this is." Nevertheless, the same hypercube will show a thumbnail of the level a door leads to if the player has seen the level previously. There is also a sort of anti-metroidvania element to the game. As the player explores more areas, solves more puzzles, and collects more objects, voids appear in the world which will suck the player out and kill them. Thus, mobility is hindered by game progress rather than being helped. Yet again, this forces the player to try new things and discover new ways to take advantage of the relationships between game mechanics.
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FEZ Polytron2013bAlegre y colorido, este juego es probablemente la aplicación más bucólica que jamás tendrá tu ordenador mas allá de los simuladores agrarios y los salvapantallas. Además presenta un interesante elemento de percepción espacial que lo acerca al género puzzle.

Plataformas hecho al detalle, sin posibilidad de muerte, especialmente indicado para jóvenes y niños interiores.

9 de 10
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FEZ Polytron2013b Mac OS Xlabelminimizeminimize
Gadget: Invention, Travel & Adventure Synergy1996c Pippinlabelimageminimize
Jörg's Flight-Sim author1994cd MS-DOSlabelminimizeminimize
Journey To The Center Of The Earth insayn (insayn;4Nation5)2015b Linuxlabelminimizeminimize
Millie Forever Entertainment2014a Linuxlabelminimizeminimize
Papers, Please 39092013cPrimarily mouse driven, player can however gain booth upgrades that allow keyboard shortcuts to some actions.***The basic gameplay boils down to locating mismatching information (you're fined for each time there's at least one discrepancy and you let them through), following the rules (search all people matching certain detail), demanding more papers, and personal opinion (letting people through and being fined may be the right or better option on the long run). Each day you have a limited time to go through the people and their papers and you get paid for each person you let through, this pay is used to cover rent, food, heating, and other costs which are not all mandatory in the short run (you can voluntarily leave heating or food unpaid, for example).***[media=youtube]_QP5X6fcukM[/media]***A Dystopian Document Thriller.

The communist state of Arstotzka has ended a 6-year war with neighboring Kolechia and reclaimed its rightful half of the border town, Grestin.

Your job as immigration inspector is to control the flow of people entering the Arstotzkan side of Grestin from Kolechia. Among the throngs of immigrants and visitors looking for work are hidden smugglers, spies, and terrorists. Using only the documents provided by travelers and the Ministry of Admission's primitive inspect, search, and fingerprint systems you must decide who can enter Arstotzka and who will be turned away or arrested.
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Papers, Please 39092013c Mac OS Xlabelimageminimize
Papers, Please 39092014cPapers, Please places you in the role of a border patrol officer earning piecework pay to approve legitimate travelers through a border checkpoint the dystopian country of Arstozka. You were assigned this job via lottery. You collect your pay from the approved travelers. Approve any illegitimate travelers and you could be fined and fired. Deny any legitimate travelers and you could be fined and fired. Fail to approve and deny fast enough and you will not earn enough money to provide housing, heating, medicine, and/or food for your family. Arstozka keeps everybody on their toes by making minor changes (with major consequences) to the regulations (who can pass or not) moment to moment. Minor changes to the regulations often require reading pages of regulations to find them, which of course takes time. Also, it does not matter if the travelers are legit or not, what matters is if their paperwork meets current regulations. For Instance, 90 year old Valentina Moles can tape a photo of her 8 year old nephew to a passport. If the regulations say don't check photos, and the rest of her passport checks out, then you'd better pass her. Linuxlabelminimizesubject
Resource Wars E2 Games2015a Linuxlabelminimizeminimize
Scare Them All! author2015a Linuxlabelminimizeminimize
Super Win The Game Minor Key Games;IndieBox (Minor Key Games)2014abZelda II, Metroid, and Super Mario without swords or any weapons, epic music, extra lives, boss battles, life meter, destroyable enemies, cutting edge 8-bit graphics, or magic. What does it add for the things it lacks?

Optionally, it can be experienced in CRT mode. CRT mode is everything bad about playing on old style TVs. Fuzzy moire hexagonal screen pixels, color bleeding, curved screen distortion, invisible overscan and rounded off image corners, motion blur/phosphor burn, reflections on the CRT frame. Even rolling screen, RF interference, and static make an appearance. But it's nostalgic... I think this might well be the only Linux game that has "action safe" and "title safe" design (google it). CRT mode is also tunable to better match the old TV players used when they had no other choice. Personally, I found CRT mode to be worth 15 seconds of enjoyment, then I switched it off. But, that's just my personal preference. Turning off CRT mode does not result in 'modern' graphics. Without the CRT mode, this game is about gameplay only.

It also ads some sort of quasi-bonus, playable dream segments. Same gameplay but confusing transdimensional level design and dialog I cannot make any sense of. The author admits that the dream segments are about something deeply personal. With that, I expect few would understand. This is OK, the dream segments don't require the player do do anything except progress through them and the author hasn't decided to leave the gaming industry or threaten to (like some others have after their deeply personal game designing when uninterpreted).

All sorts of game mechanics make up the game. Double-jumping, wall clinging, wall jumping, invisible structures, switch-on platforms, etc... Each one needs to be earned. Each new ability opens more areas to explore and more places to discover when revisiting. And to make 100% completion, full expert use of each mechanic will be required.

There are no map spoilers. The in-game mapping falls somewhere between Metroid and Super Metroid. There is no in-game map item to reveal areas you've missed. Get out your oldskol grid paper and start making checklists if you want to do a 100% completion of the game. Once again, this seems a deliberate feature to invoke nostalgia.

Speedruns are also added to the mix. Complete with online leader boards.

Finally, death is instant, likley frequet, but not costly. Everything kills the player without HP, shield, or mercy. The player cannot eliminate enemies at all, only earn better methods to avoid them. In contrast, pretty much every door is a retry point.

In short, I you like(d) NES games, SWTG is for you. If you've never played NES games and are curious, SWTG is for you.
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The Adventures of Mr. Bobley Black Shell Media (author)2015d Linuxlabelminimizeminimize
The Provinces Of Midland - Argskin  SanStar Games2013d Linuxlabelminimizeminimize
Waking Mars Tiger Style2012bUno de los mejores juegos de exploración que haya visto.

Recuerda en ambientación y en música inmersiva a la saga Metroid, aunque en este caso tu "armamento" esté compuesto por un puñado de pseudosemillas y una IA con bastante sentido del humor.

Perfecto para aficionados a la Areología

8 de 10***[b]BRING A SLEEPING PLANET BACK TO LIFE[/b]
WAKING MARS is a one-of-a-kind adventure in which you jetpack through subterranean Mars encountering a host of extraordinary alien lifeforms that operate as a living, breathing ecosystem. Learn and master the behaviors of these creatures to create ecosystems of your own design if you are to survive and discover the secrets of Mars’ past.

[b]UNCOVER THE MYSTERIES OF ANCIENT MARS[/b]
In 2097, life is discovered on Mars. When your mission of first contact becomes trapped by a cave-in, you must master the alien ecosystem to survive. Soon you stumble upon more than anyone expected, and with time running out, you will make a decision that determines the fate of a lost planet.
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Waking Mars Tiger Style2012b Mac OS Xlabelminimizeminimize
Waking Mars Tiger Style2012b Linuxlabelminimizeminimize
Windows 95 Maze Sim Hippie Games2015c Linuxlabelminimizeminimize
Zoyon Patrol MECC1987eEndangered Zoyon occasionally meander into the city. The player must investigate sightings, track and trap Zoyon, and return them to the wild. It must be done in a timely manor and within the budget allotted to Zoyon Patrol. Apple II Elabelminimizesubject
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